Courtyard


Editor: Unreal
Engine:
UE3
Duration:
2 Days
Role:
BSP Construction; Entity Placement; Texture placement; Mesh placement; Advanced trigger systems; Lighting; AI Pathing;
Details: With this project, I focused on scripting and layout with a short deadline. I haven't had the opportunity to work with the UE3 engine professionally so I decided to make an effort to learn the newer aspects of the engine. I mainly focused on Kismet, Matinee events, and blocking out a playspace. I did not take the time to focus on detailing the level so its not a full visual polish.


Download the map file here

 

Power Station - Directed Focus Study

Editor: Radiant
Engine:
Doom 3 Engine / Quake 4
Duration:
2 months
Role:
LDD Creation; BSP Construction; Entity Placement; Detailed BSP Construction; Texture placement; Mesh placement; Decal Texture placement; Advanced trigger systems; Optimization; Lighting; AI Pathing;
Details: With this project, I focused on specific techniques to create this level. My overall focus for this project was lighting and entity placement to execute exciting gameplay and a fulfilling experience.


Download the visual and gameplay trailers:
Gameplay WMV Gameplay MOV

Phoenix River

Editor: Hammer
Engine:
Source SDK
Role:
Detail BSP Construction; Texture placement; Mesh placement; Optimization; Lighting; Entity Placement, Terrain creation, Texture creation;
Details: This is a single player map that takes place within a small village that was to take place on the outskirts of the Lost Coast. I wanted to create an environment that was different that the usual Half-Life decor of City 17 and bring a different type of lifestyle within the world. Please note that because of the size of the BSP file and bandwith issues I did not upload it. If you'd like to play the level feel free to send me an email and I will provide a private link.